1.) By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

2.) Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?

1.) You're correct. It was originally made to be played without, but when I started playing with UFO Extender accuracy, I found that the numbers work just fine or even better that way. I recommend using it but it works fine without, so it's really up to player preference. My upcoming mod is exclusively designed to work with UFO Extender accuracy.

2.) It works fine with OXCE. If it ever has a problem with OXCE, it's a bug and you can report it to Meridian or Yankes. (Report it here first, in case it's a bug with my mod.) OXCE has 100% compatibility and flawless performance running OXC mods.

October 27th, 1999. It is finally ready, the final assault on Cydonia to bring down the alien invasion once and for all. Our best soldiers each with over 40 kills each and a guardian hovertank plasma to finish the job. We have everything, blaster bombs out the ass, heavy plasmas, every item slot filled as our troops have about 60 strength each. Here we go. But the time it took to loadout my troops was rather fast what happened? Oh well we're launching to Cydonia! It is at this point I realize, the avenger has been downgraded from 26 crew, to 12 crew. And I lose the campaign. This mod is great. That moment, even if it meant I spent all those hours just to lose on Cydonia, was great. This mod makes X-COM feel fresh and revives the element of the unknown. Even if that will wash off when I finally beat this thing (failed 3 runs so far going on a 4th on only veteran yes I suck) I can still hear the curb your enthusiasm theme ringing in my ears.

Sounds like a fun time!

You'll often have difficulties playing old saves on new mega-mods, but I try to preserve as much vanilla save compatibility as possible. It can be the adventure that you want!

I'm not sure if you understood me, that campaign was start to finish in your mod. I just didn't notice the avenger was called "ultimate fighter craft" and not "ultimate craft." Which then meant I hadn't teched a good craft for Cydonia. Great mod that definitely makes the game way harder.

Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

I haven't been able to reproduce the bug yet. I tried recovering and transferring live aliens in several ways, but am unable to generate a condition in which I have a live alien outside of an alien containment, either with OXC or OXCE. I would ask that you go through the following debug steps: 1.) verify that your openxcom version is up to date. I know you said it's version 5.4.1, but please make sure it's displaying 5.4.1 in-game, to verify there is no load or shortcut errors. 2.) double-check to make sure you don't have an alien containment there Q.) Have you updated your version after starting this playthrough? Can you be certain that the bug occurred in a recent version of openxcom? Q.) Have you edited your save file, or changed mods on the same save file?Please provide any further details you can think of. I'll try to determine the cause of the bug. Thank you for your time.

October 17th, 1999. Campaign attempt #6. After 67 deaths, most of which to night operations with cyber discs I had to defeat or lose the campaign, after teching the right craft this time (vanquisher) after having only 1 soldier survive the 1st terror op, become commander, then die to a shot in the back from a ninja sectoid that somehow snuck through my entire squad while on a landed terror ship trying to stop a pact signature in Russia, after multiple base assaults trying to get a live commander, after an ethereal base defense with only rookies with heavy auto lasers, and a whole lot of blaster bombs on Cydonia. It is finally over, I finally beat this mod. I have to say, thanks for making this great addition to the roller coaster that is X-COM. Never thought I'd use a heavy laser, or a plasma weapon beyond the heavy, or have to use laser cannons for 3 of my 5 aircraft (1 custodian/vanquisher 3 marauders 1 firestorm) or use power armor instead of flying suits, but there you go. This felt really rewarding, no strategy guides or youtube videos I'd seen a million times that I then replicated, the strategy I needed to win was learned entirely through the game. I'll give this another go on superhuman at somepoint, but for now I need to take a breather. Thanks for all the hard work on this masterpiece.

btw, fantastic work everyone involved with this. I'll give a summery of my thoughts on it after I've seen everything and reached mars. But what I've seen so far it's great stuff, fixed most of my complaints about the base game. And added more.

I'm so excited to watch your let's play! I've gone through the first episode and it's a lot of fun watching you play! I had intended the Veteran difficulty setting to be about as hard as Veteran in vanilla, but you're not the only one who says it's a lot harder. Also, there are shortcuts for loading your troops faster or saving and loading entire equipment setups. There are lots of shortcuts for all sorts of things! You can ask on Discord to get some help finding them. And I'd recommend finding the setting to see your soldiers' strength in the equip screen. Your soldiers are way overloaded and can barely move!

I'm sorry for not doing this sooner, but I finally fixed the back doors on the Custodian. I didn't know how to do it until about last year, but I should have fixed this craft earlier I suppose. It looks a little funny but should work much better now!

Wait, so you're telling me all the deaths I took because custodian doors are always open and my tactic of smoking the doors wasn't intended?

There are other unintended "features", such as the aliens handing you mutons too fast or the sectoid leader deep inside the ship seemingly being able to see your troops through walls. They are in the mod because I had not been able to solve them in the past. My skills as a modder have improved over time, and so I'm gradually reviewing my mod. I plan to make a few updates to fix a few things that bug me. It might make it easier overall but hopefully not too much easier. For example, the door fix I just uploaded will prevent the aliens from shooting into your ship during their turn, but you'll still have them shooting into your ship during your turn, and it'll be your fault for opening the door to let them do it.

I noticed that, but I assumed the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar. Then you get psi amps and crush them. Although even with max psi skill time unit and strength psi ops most aliens were a tough nut to crack with psi, I only ever managed to mind control 2 chryssalids on cydonia some floaters and every muton that came my way in the late game. Sectoids and Ethereals were practically immune where as in vanilla no alien is safe.

In other news I decided to now come back into this after about a week and a half break and beat genius. Was definitely an extra kick but with the knowledge from veteran I was able to beat it on my 2nd try. More and more I love the air battles as constant terror ships bombard the skies trying to infiltrate countries and having strong long range defenses. I lost some marauders shooting them down in 3v1 engagements but it sure was worth it. Only lost 3 countries this time. And with 10 fusion rockets the Sectopods on Cydonia never got to use their added armor from genius. Looking at the alien stats on superhuman has me terrified, but that's the point. See you after my first superhuman run and thanks for the mod as always.

I noticed that, but I assumed the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar.

I like that, too. If I could balance it perfectly, I'd try to make the player fight Mutons for the first time with second-tier technology (such as lasers). But one of the problems is when players are stuck fighting them with first-tier (starter) technology. It's certainly possible to beat them with first-tier, but can be unreasonably difficult. So my ultimate goal is to balance the user into meeting them at second-tier as much as possible. It'll help me to hear reports like this from players, so thanks for that! I'm hearing players meeting them both at first and second tier, but so far usually second so that's pretty good. I might push Mutons back just one month, but I want to hear from as many people as possible to set it carefully.

Oh ok those cyberdiscs on the first terror mission packed a bigger punch and more armor than I thought they would. HE directly on them and Heavy Cannon Incendiary rounds fired into them 5 times wasn't enough to take one out. Superhuman campaign #2 begins!

EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...

EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...

Version 1.3.1 is out! This version fixes several of the issues I discovered while watching Hadriex's stream, and also brings in a few changes from the upcoming mod. The largest changes are that you'll have more money, aliens won't do as much psionics, and you can now get alien entertainment from Abductors. I've also incorporated Luke's UFOs into the mod--this means you no longer need his mod running to get the full array of alien craft.

Overall, these changes should make the game easier, but it should also put it more in line with the way I originally intended it to be.

Important note: For version 1.3.1, soldiers' minimum psionic strength was increased to 30. Already existing soldiers recruited in prior versions will not have their psionic strength changed. You can use the psi lab to check their psionic strength. Any soldier with less than 20 psionic strength will be extremely prone to psionic attacks and should not be brought along on missions with psionic aliens.